Hello, since you guys are considering changes to make Wilderness feel cooler, I have a few thoughts from the game I've been playing as one in the live game. I'm very casual and play on easy so take my ideas with a grain of salt.
- Habitats and unusable worlds: I get that a natural wilderness cant create artificial worlds or relic worlds and thats fine, but when i get them in my systems from conquering them they just sorta sit there taking up screen space on the map but there's no way to do anything with them, especially when I know it will help my enemies if they reclaim it. Maybe once you get to the point where you can make planet killer colossus ships, there could be a Wilderness research for a "Return to Nature" or "Grant Life" weapon that can be used on stuff wilderness has no use for like habitats, relic worlds, etc, to turn them into basic normal planets of the same size. My colossi can kill planets but not space stations? Or if not just add an option to hide stuff on the map your empire can't use.
- Biomass: Maybe this is my fault but my first game after 4.0 is as a Wilderness, and while it took me a long time to figure out the new 4.0 systems, I still have no idea how biomass works. I struggled early on with learning everything but I think I have a grasp on the rest of it now, but still not biomass. I have 5 cradles of life on every world because that seems to be the only way to actually generate it, and I have enough worlds now that I can use it pretty freely now, but idk how it's working or how it's calculated. Could there be something added that explains in the actual game and not on third party sites how it works? It feels excessive to build half of all worlds with just cradles.
- Planetary building bug: I have had some instances where I conquer a world with land armies, but there ends up being no Wilderness planetary capital building on it, so I can make 6 cradles of life but never be able to upgrade the world. I have had to learn how to use Console commands for the first time in order to fix it myself.
- Accidentally culling nodes: There was a time I had accidentally done the agenda for killing my research council node instead of removing negative traits from it, and I didn't realize until the agenda was finished (since you really only look at it once when you pick it and then when it's ready to launch). I didn't want to kill my high level node so I didn't launch it for a while, but it blocked me from doing any other agendas since there is no way to cancel it, so I had to bite the bullet and restart my research node from scratch to continue using agendas. I think it would be really nice for the culling agendas to have some sort of abort option when ready to launch to prevent mistakes like this.
- Primary species: As a Wilderness, you are the ecosystem, so it feels weird to me to have a specific named drone be your leader, showing up on your empire screen, being the head of the council when the rest are abstract nodes, and probably being shown as the portrait for the first contact/diplomacy window as being "you" (though i dont think Ive met another wilderness yet so idk). I get that the mechanics of stellaris need you to have a primary species and pops and stuff, but I think for the main leader at least it would be cool if the portrait was some kind of abstraction representing the heart or mind of the ecosystem, like a great tree, crystal formation, volcano with a face, etc available in several colors. That way it makes you feel just more weird and alien like playing as a living ecosystem should compared to every other empire.
- Lithoid Wilderness: My primary species as a wilderness is lithoid, and there are lots of things in the game whose upkeep says it costs "food (or minerals)" but doesn't actually let me choose so its really not helpful not actually saying which it is. Lithoids normally use lots of minerals but the Wilderness needs lots of food, so I don't know what these things are costing me unless I experiment. I wish the tooltips would be more clear about what the exact cost is for these cases.
Also, it would be neat for lithoid wildernesses if you could use lithoid ships instead of bioships since all of my servitors are rocks but my ships have to be meat?
- Bioship fleet management: This is for bioships and space fauna ships in general but since Wilderness has to use bioships I'll put it here. When you're using the fleet management screen to set up what you want the composition to be, you have to pick the specific ages of each ship upfront. This makes it so when a ship ages up, the ui doesn't read it as full strength because a ship of the specified age is no longer there, bit you cant reinforce because the ship is still technically there, or it will show silhouettes of the same ship for each age for each class which is also confusing. I really wish you could just specify the class of ship and the ui would read it regardless of age, and then maybe when you hit the reinforce button on the fleet it will ask then if you want to craft juvenile, elder etc instead of having to do it ahead of time.
-Land armies: The only option I have for invasions are just presapient hordes, which is fun but it's literally all I've seen as an option. I don't even want to get the research options to buff assault armies because they are technically not assault armies, they are presapient hordes. Having more advanced army researches for Wilderness to use in place of all the other types that normal empires can get such as evolved hunter-beasts, land behemoths, living storms, walking mountains, locust swarms, etc would make land wars much more fun.
Sorry for the behemoth fury size of this post but I thought I'd just get all my feedback out while the beta is aiming to change Wilderness specifically. Thank you!